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The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong: Randomized ...
JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                            Yuen & Mak

     Original Paper

     The Effects of Immersive Virtual Reality in Reducing Public Stigma
     of Mental Illness in the University Population of Hong Kong:
     Randomized Controlled Trial

     Anna S Y Yuen, BSocSci; Winnie W S Mak, PhD
     Department of Psychology, The Chinese University of Hong Kong, Hong Kong, Hong Kong

     Corresponding Author:
     Winnie W S Mak, PhD
     Department of Psychology
     The Chinese University of Hong Kong
     Room 354, Sino Building
     Hong Kong
     Hong Kong
     Phone: 852 3943 6577
     Email: wwsmak@cuhk.edu.hk

     Abstract
     Background: Public stigma in mental health often brings various adverse effects on people with mental illness. Researchers
     have been developing different interventions in combating public stigma.
     Objective: This study investigates the effects of immersive virtual reality (IVR) in reducing the public stigma of mental illness
     using a single-blinded randomized control trial.
     Methods: A pre-post experimental design with a 1-week follow-up was conducted. Participants (N=206) were recruited through
     the mass mail system of The Chinese University of Hong Kong and randomized into 3 conditions: immersive animation, text,
     and control. In the immersive animation condition (n=72), participants experienced the simulation of daily life and the stigma
     experienced as an animated story protagonist with mixed anxiety and depressive disorder with IVR. In the text condition (n=65),
     participants experienced an identical story to the immersive animation condition with first-person audio narration using the same
     virtual reality headset. In the control condition (n=69), participants watched a video about planets with IVR. All participants
     received interventions with a researcher-assisted Oculus Go virtual reality headset. Participants’ public stigma was measured
     through self-administered online questionnaires and compared across conditions and at different time points using repeated
     measures analysis of variance. Simple and sequential mediation analyses on the relationship of condition (immersive animation
     vs text) and follow-up public stigma with possible mediators, including sense of embodiment and story transportation, were
     conducted using PROCESS.
     Results: Public stigma did not differ significantly across conditions at pre-experiment (P>.99). In the immersive animation and
     text conditions, public stigma was significantly reduced at postexperiment and at the 1-week follow-up compared to pre-experiment
     (all with P.99). In simple mediation models, both sense of embodiment (95% CI –0.22 to 0.46) and story transportation (95% CI –0.18
     to 0.00) were not significant mediators. In the sequential mediation model, both sense of embodiment and story transportation
     were significant sequential mediators. Sense of embodiment was positively associated with story transportation (P
The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong: Randomized ...
JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                  Yuen & Mak

     (J Med Internet Res 2021;23(7):e23683) doi: 10.2196/23683

     KEYWORDS
     immersive virtual reality; narrative persuasion; public stigma; mental health stigma; sense of embodiment; story transportation;
     stigma intervention

                                                                            However, as in vivo contact required presenters to travel to
     Introduction                                                           venues and be well trained, it could be tedious and hard to
     Background                                                             implement widely and frequently [4]. Researchers have therefore
                                                                            investigated the possibilities of using other types of contact
     One of the biggest challenges that people with mental illness          [4,20,21]. Filmed contact has been used, and it yielded similar
     face is psychiatric stigma [1,2]. Stigma refers to a phenomenon        or weaker effects than in vivo contact [4,19-21]. Recently,
     in which people are socially discredited as a result of their social   researchers have begun to investigate the effect of immersive
     identity, health condition, or other characteristics deemed            virtual reality (IVR) in reducing public stigma, although this
     “undesirable” by the dominant group [3]. The public’s                  effort is limited [22].
     stereotypical and negative beliefs, prejudicial emotional
     reactions, and discriminatory responses toward minority or             Reducing Public Stigma With Immersive Virtual
     disadvantaged groups in the society are referred to as public          Reality
     stigma [2,4,5]. People endorsing public stigma toward people           With technological advancement, IVR becomes a possible
     with mental illness often make negative but inaccurate                 option to reduce negative stereotypes and prejudice. IVR allows
     assumptions about them, including that people with mental              people to be put into another character by changing their body
     illness are violent, dangerous, weak, and childlike [2,6-10].          representation [23-25]. It is done by a process referred to as
     People with public stigma also tend to negatively label people         virtual embodiment, in which individuals can see a virtual body
     with mental illness as “them” and regard them as fundamentally         substituting their bodies through a head-tracked head-mounted
     different and undesirable to be part of “us” [2,11].                   display [23,24]. Some can even wear body-tracking suits to
     Public stigma often hampers the recovery and reintegration of          induce synchronous virtual body movements [24]. Previous
     people with mental illness into society [9,12]. For example, the       research revealed that IVR could successfully induce ownership
     public who hold prejudice toward people with mental illness as         over bodies and identities of outgroups and significantly reduce
     childlike and having mental illness due to weak character may          negative stereotypes, including reducing implicit racial bias
     discriminate against them through supporting coercive treatment        [24] and stigma toward older adults [26]. The public generally
     [13]. The public who find people with mental illness fearful           regard people with mental illness as different and outgroup
     may call for institutional segregation and avoidance [13]. People      members [2,11]. With IVR, participants could have first-person
     with mental illness are often deprived of employment                   experiences as people with mental illness. They might regard
     opportunities [5,10,14] or are falsely alleged to be involved in       people with mental illness as ingroup members and have lower
     violent crimes [2]. Recognizing the existence of public stigma,        stigma. With the aids of immersive experience, participants’
     some people with mental illness may concur and internalize             identities and perspectives might also be changed more easily
     these public views, leading to self-stigma [2,10,15,16]. The           and substantially than nonimmersive means. Therefore, this
     “why try” model has illustrated the complex process of how             study applies IVR and compares it to a nonimmersive medium
     people with mental illness may be aware of, agree with, and            to investigate its effects in reducing public stigma toward mental
     apply the stereotypes of mental illness [17]. As a result,             illness.
     self-esteem and self-efficacy are undermined, which yields “why        In previous IVR research related to mental health public stigma,
     try” responses in pursuit of life goals [17]. People with mental       they mainly focused on the simulation of schizophrenic
     illness may think they are not worthy of attaining life                symptoms [22,27]. Instead of reducing stigma, simulation of
     achievements [17] and have reduced help-seeking behavior               symptoms through IVR further increased social distance with
     [1,5,14,16,17]. Regarding these alarming consequences brought          people with schizophrenia [22]. Simulation of auditory
     by stigma, varied efforts have been advocated to reduce public         hallucination without using IVR also yielded similar results
     stigma and empower people with mental illness.                         [27-29]. In these studies, some comparison groups even reduced
     Prior Work of Combating Public Stigma                                  greater stigma than the simulation conditions [22,29]. Often,
                                                                            the comparison groups highlighted other components than just
     Past efforts in combating public stigma found education and
                                                                            symptoms, such as feelings, treatments, difficulties, and
     contact between the public and people with mental illness to be
                                                                            accomplishments of a person with mental illness [22,29].
     the most effective strategies [5,7,18]. Education mainly aims
                                                                            Similarly, in the few virtual reality studies, both immersive and
     at replacing stigmatizing myths with accurate information and
                                                                            nonimmersive, that had successfully reduced public stigma, the
     knowledge, and contact attempts to replace negative stereotypes
                                                                            simulation condition was either paired with written empathetic
     with a positive experience through interpersonal contact on an
                                                                            tasks [22] or participants could get information more than
     equal footing [7]. Education and contact significantly led to
                                                                            symptoms [30]. For example, participants could understand
     positive attitudinal change. Among all, contact seemed to yield
                                                                            symptoms, biographies of people with mental illness, and false
     the most efficacious effect in reducing public stigma, especially
                                                                            negative beliefs in the virtual reality [30]. They were found to
     for adults [2,5,19].

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The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong: Randomized ...
JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                  Yuen & Mak

     have decreased stereotypes and perceived dangerousness of              the possible sequential effects of sense of embodiment and story
     people with schizophrenia [30].                                        transportation in the same mediation model. In this study,
                                                                            participants would be experiencing the story as the protagonist.
     Therefore, rather than emphasizing symptom simulation, this
                                                                            Therefore, embodying the avatar could readily enable the
     study took a person-centered approach by simulating the daily
                                                                            participants to become the story protagonist themselves and be
     life interactions and stigmatized experience of a person with
                                                                            part of the virtual settings. Thus, it was hypothesized that sense
     mental illness. We hypothesized that IVR that immersed
                                                                            of embodiment might increase story transportation, leading to
     participants into the everyday living of someone with mental
                                                                            reduced public stigma.
     illness could significantly reduce public stigma toward mental
     illness.
                                                                            Methods
     Hypothesized Mediation Models of Immersive Virtual
     Reality and Public Stigma                                              Trial Registration
                                                                            This study was approved by the Survey and Behavioral Research
     Sense of Embodiment as Mediator                                        Ethics Committee at The Chinese University of Hong Kong
     To examine how the IVR might affect public stigma, mediation           (approval reference number: SBRE-18-078). It is registered at
     analyses were also conducted. To expand the proposed idea of           The Centre for Clinical Research and Biostatistics Clinical Trial
     IVR changing stigma through virtual embodiment, one proposed           Registry (trial registration number: CUHK_CCRB00638).
     mediator was sense of embodiment. It refers to the sensations
     of being inside, controlling, and having ownership over an             Recruitment
     artificial body [23]. It is possible because our body schema and       The study was conducted from January to March 2019. A
     the concept of the self are labile [31]. Through mapping the           single-blinded randomized controlled trial was used for this
     physical body to the virtual body, our body schema can be              study. According to previous studies that aimed at changing
     radically altered to the virtual one [32]. As an avatar’s body can     attitudes to outgroup members using IVR, a medium effect size
     embed different social roles or meanings, our social identities        was observed [24]. Meta-analysis showed that video contact
     may also be altered accordingly [33]. Previous IVR literature          and in vivo contact had medium to large effect sizes respectively
     on racial bias had suggested that with sense of embodiment,            on changing stigmatizing attitude [19]. With IVR having
     participants embedded new physical and conceptual identities           stronger perceptive stimulation than video contact, but less
     [33]. Other racial groups might become in-group to the                 intense and interactive than in vivo contact, a medium effect
     participants, leading to generalization of affective processing        size was hypothesized. Assuming a medium effect size
     and positive evaluation of the race and a reduction in racial bias     (ηρ2=0.06) with 80% power and a probability of a type I error
     [33]. Thus, this study hypothesized that sense of embodiment           of 0.05, a total sample size of 141 was needed. Participants were
     could mediate IVR’s relationship with stigma reduction though          recruited through the mass mail system of The Chinese
     changing body schema and social identity.                              University of Hong Kong. The purpose of this study and
     Story Transportation as Mediator                                       assignment of conditions were concealed until the debriefing
                                                                            session at the end of the entire study. The email and informed
     Another proposed mediator was story transportation. It describes
                                                                            consent form only stated that the experiment would be related
     how much an individual can be immersed in a story [34,35].
                                                                            to IVR. Since the content of the interventions were in Chinese,
     With strong story transportation, readers can have their
                                                                            participants who were 18 years or older and fluent in Chinese
     cognition, affection, and attention dominated by the story
                                                                            were eligible for this study. After completing the pre-experiment
     [34-37]. Story transportation was suggested to have various
                                                                            questionnaire online, participants who failed to answer attention
     effects on belief and stigma change [38-43]. It might reduce
                                                                            check questions correctly (eg, “Please choose extremely
     cognitive and elaborative activities that resist persuasion [42,43].
                                                                            disagree.”) were excluded to ensure that participants were
     It could also elicit broad affective responses that allow
                                                                            answering the questions diligently. Participants who failed to
     participants to be more receptive to belief change [42]. People
                                                                            provide correct contact information or any available experiment
     might also have more vivid mental images that make contents
                                                                            time slots were also excluded. Afterward, each participant was
     and messages more memorable, leading to a greater intention
                                                                            randomly assigned into one of the three conditions: IVR
     of belief change [42,43]. A previous empirical study had shown
                                                                            animation (immersive animation), the first-person audio
     that with story transportation, participants felt related to the
                                                                            narration of the same story (text), and IVR space control
     story protagonist through reading a written vignette and had
                                                                            (control). Simple randomization was used with computerized
     reduced social distance with people with depression [37]. With
                                                                            random numbers. Upon signing the consent form online with
     various special features of IVR, such as the first-person field
                                                                            checkboxes, participants were administered their assigned
     of view and tracking of head movements, IVR might result in
                                                                            condition and completed an online postexperiment questionnaire
     stronger engagement with the story [44], thus stronger stigma
                                                                            immediately in the experiment room and 1 week after the
     change than a nonimmersive medium.
                                                                            experiment at home. A total of HK $50 (US $6.44) were given
     Sense of Embodiment and Story Transportation as                        to each participant as a remuneration of time after the
     Sequential Mediators                                                   accomplishment of the experiment. Responses from participants
                                                                            who completed the postexperiment and follow-up questionnaires
     Besides testing a sense of embodiment and story transportation
                                                                            were analyzed.
     as stand-alone mediators, this study also attempted to explore

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The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong: Randomized ...
JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                         Yuen & Mak

     Experimental Conditions                                                     who had mixed anxiety and depressive disorder. In the IVR,
     All experimental conditions were around 10 minutes long. To                 Yan’s body would be in the position of the participants’ bodies.
     avoid any placebo effect and to keep other factors constant, all            Participants would be seeing things from Yan’s perspective
     three conditions were conducted with a researcher-assisted                  (Figure 1). The story started with Yan working at the office.
     virtual reality headset, Oculus Go (Facebook), which could                  The scene then changed to Yan sitting on a sofa alone at home,
     provide 360° head-tracking IVR with corresponding audio and                 where stigma from colleagues and pressure from work and
     sound effects. With the exception of the researcher assisting               family were illustrated. Afterward, Yan talked to her uncle who
     with the operation of the IVR headset at the commencement of                was visiting. The uncle was an antagonist who stigmatized and
     the experiment, all presentation of experimental content was                imposed more pressure onto Yan. Yan’s field of view would
     automatic with minimal technical support from the researcher                sink while the uncle talked, and everything else would seem
     to minimize researcher bias. All participants received their                larger and higher to create a sense of inferiority. There were
     assigned condition in a dark room while seated on a swivel                  also pop-up messages on the side to illustrate the problematic
     chair.                                                                      issues in the uncle’s speech during the conversation (Figure 2).
                                                                                 Examples included trivializing experience, attributing all
     In the immersive animation condition, participants were                     responsibilities to the person, and advice-giving without
     immersed in an animated story as the female protagonist, Yan,               consideration of appropriateness.
     Figure 1. Screenshot of participants seeing the female protagonist’s, Yan’s, body in the immersive animation condition.

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JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                      Yuen & Mak

     Figure 2. Screenshot of Yan talking to her uncle, and showing how messages pop up to illustrate problematic issues in the uncle’s speech in the
     immersive animation condition.

     In the text condition, participants read the text and listened with      was a conventional medium that provided a rigorous comparison
     audio narration to the same story as the immersive animation             to the immersive animation condition. It kept the story
     condition. Participants still wore the virtual reality headset to        components identical except for the visual inputs and immersive
     avoid any placebo effect. However, they read the story in a              experience in the IVR. This condition was compared with the
     textual and 2D format on a white background with black text              immersive animation condition in both the main effects of
     (Figure 3). To investigate the separate effects of visual inputs         stigma reduction and mediation analyses. It allowed examination
     in the IVR condition, the first-person voice-over and sound              of possible mechanisms of how IVR might affect public stigma
     effects in the IVR remained unchanged here and accompanied               differently than nonimmersive means through proposed
     the text in accordance to the story development. This condition          mediators.
     Figure 3. Screenshot of the text condition.

     In the control condition, participants watched a 360° exoplanet          created by the University of Exeter Astrophysics group in
     virtual reality video with corresponding audio and sound effects.        partnership with We the Curious and Engine House VFX. This
     The exoplanet video was titled “Take a Virtual Reality tour of           video was used in the study by permission of the University of
     six REAL exoplanets” on YouTube with its copyright owned                 Exeter.
     by the University of Exeter, 2018 (Figure 4). The video was

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JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                 Yuen & Mak

     Figure 4. Screenshot of the space control condition.

                                                                           Mediators
     Measures
                                                                           Sense of Embodiment
     The Main Effect on Public Stigma
                                                                           To account for possible mediation effects, sense of embodiment
     To measure changes in public stigma, the 21-item Public Stigma        and story transportation were measured post experiment in the
     and Acceptance Scale [45] was used at pre-experiment,                 immersive animation and text conditions. Since the topic of
     postexperiment, and 1-week follow-up. It measures public              interest was on what might influence change in public stigma
     stigma and acceptance toward mental illness on a 6-point Likert       and how IVR’s effect differed from the conventional audio
     scale from 1 (strongly disagree) to 6 (strongly agree). It consists   narration, scales on mediation were not administered in the
     of two subscales, 12 items measuring public stigma (eg, “People       control condition.
     with mental illness are a burden to the society.”) and 9 items
     measuring personal advocacy toward accepting people with              Although previous studies have measured sense of embodiment
     mental illness (eg, “I take the initiative to reach out to people     [24,46,47], the items were mostly context-specific to the virtual
     with mental illness.”). The higher the mean scores of the public      environments and avatars in those studies. Therefore, with no
     stigma subscale and the lower the mean scores of the personal         standardized scale available, a 7-item Sense of Embodiment
     advocacy subscale, the greater the stigma and the lower the           Scale was developed to fit this experiment context based on
     acceptance toward mental illness. For the total mean scores,          previous virtual reality studies [24,46,47] and rubber hand
     items in the personal advocacy subscale were reverse coded so         illusion literature [48]. Seven items were developed based on
     that higher total mean scores indicated greater stigmatizing          components that were commonly shared among the previous
     attitudes. In this study, total mean scores of all items were used    literature, such as ownership (eg, “I felt like I was looking at
     to measure public stigma. Possible total mean scores ranged           my own body when I looked at Yan’s.”) and agency (eg, “If I
     from 1 to 6. The Cronbach α of the public stigma and personal         had wanted, I felt like I could have controlled Yan’s body.”).
     advocacy subscales were .92 and .87, respectively. The overall        Items were rated on a 7-point Likert scale from 1 (strongly
     Cronbach α was .93 for the entire scale in this study.                disagree) to 7 (strongly agree; see Textbox 1 for complete scale
                                                                           items). The higher mean score indicated a greater sense of
                                                                           embodiment. The Sense of Embodiment Scale had a Cronbach
                                                                           α of .85 in this study.

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JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                            Yuen & Mak

     Textbox 1. Items in the Sense of Embodiment Scale, with items 6 and 7 as reversed items.
      1.   I felt as if I was looking at my own body when I looked at Yan’s.
      2.   When Yan was sitting on the sofa, I felt as if I was sitting on the sofa.
      3.   I felt as if Yan’s body was my body.
      4.   When the uncle was talking to Yan, I felt as if he was talking to me.
      5.   If I had wanted, I felt like I could have controlled Yan’s body.
      6.   I found it difficult to get into the role of Yan.
      7.   I felt as if I was an outsider to the story.

                                                                                       models, Pearson correlations of condition (immersive animation
     Story Transportation
                                                                                       vs text), sense of embodiment, story transportation, and
     The Transportation Scale [36] measures how well an individual                     follow-up public stigma were obtained. A simple mediation
     is absorbed into a story. Some wordings of the 15-item scale                      analysis was conducted with the condition (immersive animation
     were modified to fit the current context (eg, changing “While                     vs text), sense of embodiment, and follow-up public stigma. A
     reading the narrative I had a vivid image of Katie” to “While                     similar simple mediation analysis was also conducted using
     experiencing the story I had a vivid image of Yan.”). The scale                   story transportation as the mediator. To further investigate the
     was rated on a 7-point Likert scale from 1 (strongly disagree)                    relationship of sense of embodiment and story transportation,
     to 7 (strongly agree). The higher mean score indicated greater                    sequential mediation analysis was also conducted. The condition
     devotion in the story. The Transportation Scale had a Cronbach                    (immersive animation vs text) and follow-up public stigma were
     α of .79 in this study.                                                           put into the model, having sense of embodiment and story
     The Public Stigma and Acceptance Scale and the Sense of                           transportation as sequential mediators. The level of statistical
     Embodiment Scale were originally developed in Chinese. The                        significance was set at P≤.05 threshold (two-tailed) and
     Transportation Scale was translated into Chinese and                              determined by 95% CIs. PROCESS on SPSS was used to
     back-translated into English to check on conceptual equivalence.                  generate all the mediation analyses. Model 4 was used to
                                                                                       generate simple mediation analyses, and model 6 was used to
     Data Analysis                                                                     generate sequential mediation analysis according to the
     Analyses were conducted using SPSS 24.0 for Mac (IBM Corp).                       suggestion of Hayes [49].
     First, descriptive statistics were obtained. Information related
     to age, gender, education, occupation, sexual orientation,                        Results
     religious belief, marital status, mental illness history, and
     previous social contact with people with mixed anxiety and                        Participants
     depressive disorder was obtained. Chi-square tests on nominal                     Data from 206 participants were analyzed. Out of the 298
     demographic variables and one-way analysis of variance                            participants who provided informed consent and completed the
     (ANOVA) on continuous variables were conducted to examine                         pre-experiment questionnaire, 18 participants who failed to
     any systematic differences on demographics among the 3 groups.                    answer the attention check questions correctly, 1 participant
     If there were any systematic differences among the groups,                        who failed to provide adequate contact information, and 35
     results would be adjusted, controlling for possible confounders.                  participants who failed to provide available experiment time
     Second, to compare the change in public stigma, repeated                          slots were excluded (Figure 5). A total of 244 participants were
     measures ANOVA was used. The main effect of groups                                randomized into the three conditions. A total of 35 participants
     (immersive animation vs text vs control), time (pre-experiment,                   who did not show up and 3 participants who applied to the same
     postexperiment, follow-up), and their interaction effect (time                    experiment twice were excluded. A total of 206 participants
     × group) were examined. The level of statistical significance                     went through the experiment and completed questionnaires post
     was set at a P≤.05 threshold (two-tailed). If a significant effect                experiment and at a 1-week follow-up. The final sample size
     was found, post hoc analysis was conducted.                                       was 72 for the immersive animation condition, 65 for the text
     Bonferroni-adjusted pairwise comparisons were used to avoid                       condition, and 69 for the control condition, with a total sample
     inflated type I error. Third, to test the proposed mediation                      size of 206.

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JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                       Yuen & Mak

     Figure 5. CONSORT (Consolidated Standards of Reporting Trials) diagram of participant recruitment.

     For demographic information, see Table 1. The mean age of               (n=153, 74.3%). Among the 206 participants, 92 (44.7%) had
     participants was 21.76 (SD 5.04, range 18-64) years. Out of the         social contact with people with mixed anxiety and depressive
     206 participants, 114 (55.3%) were females and 91 (44.2%)               disorder before. Chi-square tests on demographic variables and
     were males. Most participants had a Bachelor’s degree (n=166,           one-way ANOVA on continuous variables were conducted. No
     80.6%) and were single (n=198, 96.1%), students (n=173,                 systematic differences in any demographic variables among the
     84.0%), and heterosexual (n=183, 88.8%). Most of them had               three conditions were found. Demographics variables were not
     no mental illness history (n=198, 96.1%) and no religious belief        expected to impact the results in this study.

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JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                              Yuen & Mak

     Table 1. Participant demographic data.a
      Characteristic                           Total (N=206)   Immersive animation   Text (n=65)            Control (n=69)           P value differ-
                                                               (n=72)                                                                ence across
                                                                                                                                     conditions
      Age (years), mean (SD)                   21.76 (5.04)    21.57 (4.18)          21.95 (6.31)           21.77 (4.55)             .91
      Gender, n (%)                                                                                                                  .68
           Female                              114 (55.3)      38 (52.8)             35 (53.8)              41 (59.4)
           Male                                91 (44.2)       33 (45.8)             30 (46.2)              28 (40.6)
           Others                              1 (0.5)         1 (1.4)               0 (0.0)                0 (0.0)
      Education, n (%)                                                                                                               .37
           High school                         6 (2.9)         1 (1.4)               1 (1.5)                4 (5.8)
           Bachelor’s degree                   166 (80.6)      60 (83.3)             54 (83.1)              52 (75.4)
           Master’s degree                     27 (13.1)       10 (13.9)             7 (10.8)               10 (14.5)
           PhD                                 2 (1.0)         1 (1.4)               0 (0.0)                1 (1.4)
           Others                              5 (2.4)         0 (0.0)               3 (4.6)                2 (2.9)
      Faculty, n (%)                                                                                                                 .93
           Arts                                25 (12.1)       9 (12.5)              8 (12.3)               8 (11.6)
           Business                            51 (24.8)       17 (23.6)             17 (26.2)              17 (24.6)
           Education                           14 (6.8)        7 (9.7)               4 (6.2)                3 (4.3)
           Engineering                         16 (7.8)        5 (6.9)               5 (7.7)                6 (8.7)
           Law                                 2 (1.0)         0 (0.0)               1 (1.5)                1 (1.4)
           Medicine                            25 (12.1)       5 (6.9)               11 (16.9)              9 (13.0)
           Science                             27 (13.1)       12 (16.7)             6 (9.2)                9 (13.0)
           Social science                      44 (21.4)       16 (22.2)             12 (18.5)              16 (23.2)
           Others                              2 (1.0)         1 (1.4)               1 (1.5)                0 (0.0)
      Occupation, n (%)                                                                                                              .29
           Student                             173 (84.0)      63 (87.5)             57 (87.7)              53 (76.8)
           Full-time employment                29 (14.1)       8 (11.1)              7 (10.8)               14 (20.3)
           Others                              4 (1.9)         1 (1.4)               1 (1.5)                2 (2.9)
      Sexual orientation, n (%)                                                                                                      .68
           Heterosexual                        183 (88.8)      66 (91.7)             58 (89.2)              59 (85.5)
           Homosexual                          11 (5.3)        3 (4.2)               4 (6.2)                4 (5.8)
           Bisexual                            7 (3.4)         2 (2.8)               2 (3.1)                3 (4.3)
           Others                              5 (2.4)         1 (1.4)               1 (1.5)                3 (4.3)
      Religious belief, n (%)                                                                                                        .15
           No religious belief                 153 (74.3)      47 (65.3)             53 (81.5)              53 (76.8)
           Christian                           43 (20.9)       22 (30.6)             9 (13.8)               12 (17.4)
           Others                              10 (4.9)        3 (4.2)               3 (4.6)                4 (5.8)
      Marital status, n (%)                                                                                                          .42
           Single                              198 (96.1)      68 (94.4)             62 (95.4)              68 (98.6)
           Married                             8 (3.9)         4 (5.6)               3 (4.6)                1 (1.4)
      Mental illness history, n (%)                                                                                                  .46
           Yes                                 8 (3.9)         4 (5.6)               1 (1.5)                3 (4.3)
           No                                  198 (96.1)      68 (94.4)             64 (98.5)              66 (95.7)

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         Characteristic                                   Total (N=206)          Immersive animation           Text (n=65)              Control (n=69)           P value differ-
                                                                                 (n=72)                                                                          ence across
                                                                                                                                                                 conditions

         Social contact with people with MADDb, n (%)                                                                                                            .64

             Yes                                          92 (44.7)              29 (40.3)                     31 (47.7)                32 (46.4)
             No                                           114 (55.3)             43 (59.7)                     34 (52.3)                37 (53.6)

     a
         All percentages may not total to 100% due to rounding.
     b
         MADD: mixed anxiety and depressive disorder.

                                                                                             P=.003). The text group (mean 2.47, SD 0.62) yielded similar
     Changes in Public Stigma                                                                results by having significantly lower public stigma than the
     Repeated measures ANOVA on public stigma yielded a                                      control group (P=.007). A similar pattern of results was also
     significant interaction (time × group) effect (F4,404=5.2; P.99). Post experiment, the immersive                                  However, the immersive animation and text groups did not
     animation group (mean 2.45, SD 0.63) had significantly lower                            differ from each other significantly at postexperiment and at
     public stigma than the control group (mean 2.80, SD 0.63;                               the 1-week follow-up (P>.99; see Table 2 for descriptive
                                                                                             statistics and Table 3 for detailed pairwise comparison).

     Table 2. Public stigma scores across conditions at different time points.
         Time points                        Immersive animation (n=72), mean (SD)              Text (n=65), mean (SD)                     Control (n=69), mean (SD)
         Pre-experiment                     2.73 (0.64)                                        2.78 (0.68)                                2.84 (0.64)
         Postexperiment                     2.45 (0.63)                                        2.47 (0.62)                                2.80 (0.63)
         Follow-up                          2.52 (0.66)                                        2.53 (0.68)                                2.82 (0.61)

     Table 3. Detailed Bonferroni-adjusted pairwise comparison of public stigma between conditions at different time points.
         Time points                      Condition                       Condition for comparison           Mean difference (SE)                 P value
         Pre-experiment                   Immersive animation             Text                               –0.05 (0.11)                         >.99
         Pre-experiment                   Immersive animation             Control                            –0.11 (0.11)                         .99
         Pre-experiment                   Text                            Control                            –0.06 (0.11)                         >.99
         Postexperiment                   Immersive animation             Text                               –0.02 (0.11)                         >.99
         Postexperiment                   Immersive animation             Control                            –0.36 (0.11)                         .003
         Postexperiment                   Text                            Control                            –0.33 (0.11)                         .007
         Follow-up                        Immersive animation             Text                               –0.01 (0.11)                         >.99
         Follow-up                        Immersive animation             Control                            –0.30 (0.11)                         .02
         Follow-up                        Text                            Control                            –0.29 (0.11)                         .03

     In the immersive animation group, a significant time effect was                         followed a similar pattern of time effect as the immersive
     found (F2,202=20.0; P
JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                              Yuen & Mak

     Mediation Analyses                                                              correlations of variables included in the mediation analyses,
     The mean scores of sense of embodiment, story transportation,                   including condition (immersive animation vs text), sense of
     and follow-up public stigma are reported in Table 4. Pearson                    embodiment, story transportation, and follow-up public stigma
                                                                                     are also reported in Table 4.

     Table 4. Correlations and descriptive statistics of variables included in the mediation analyses.
         Variables                                     Correlations of variables included in the mediation analyses
                                                       Condition (immersive Sense of embodiment          Story transportation           Follow-up public stigma
                                                       animation vs text)

         Condition (immersive animation vs text)a
             r                                         1                       0.49                      0.17                           –0.004
             P value                                   —   b                   .99

         Sense of embodiment
             r                                         0.49                    1                         0.512                          –0.091
             P value
JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                      Yuen & Mak

     Figure 6. Simple mediation model of the condition, sense of embodiment, and public stigma.

     Figure 7. Simple mediation model of the condition, story transportation, and public stigma.

     Sense of embodiment and story transportation were then put                 t134=6.68; P
JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                         Yuen & Mak

     Figure 8. Sequential mediation model of the condition, sense of embodiment, story transportation, and public stigma.

                                                                                emphasized the existence of positive symptoms, instead of
     Discussion                                                                 allowing participants to understand and feel other aspects of
     Overall Effect of Immersive Animation on Public                            the living experience. Positive symptoms that could be perceived
                                                                                as uncontrollable and dangerous by the public might deter
     Stigma
                                                                                participants from engaging with people with schizophrenia [50].
     This study compared the effect of IVR and text with audio                  Therefore, simulating positive symptoms might increase social
     narration in reducing public stigma. Both IVR and text with                distance and discrimination instead.
     audio narration successfully reduced public stigma, and the
     effect was sustained at the 1-week follow-up. In contrast, the             On the other hand, different from the hypothesis, IVR did not
     control space video did not elicit any change in public stigma             outperform text with audio narration in reducing public stigma
     as expected. It could be inferred that the simulation of daily             significantly. In the few stigma studies that compared virtual
     interactions and stigma experienced by a person with mental                reality with a rigorous comparison group, it was shown that
     illness could effectively reduce public stigma. The result also            only virtual reality with interactive components such as allowing
     supported the hypothesis that IVR could successfully reduce                participants to move closer to other virtual characters had
     public stigma.                                                             significantly reduced greater stigma than the written vignettes
                                                                                of people with mental illness [51]. Immersive experience without
     The results were consistent with previous studies that used IVR            active interaction did not outperform the written vignettes in
     to reduce negative stereotypes toward outgroup members,                    stigma reduction [22]. Therefore, the visual immersive
     including other racial groups [24] and older adults [26]. In the           experience of IVR might not be strong enough to induce a
     mental health setting, it was also consistent with virtual reality         significant difference than text with audio narration in stigma
     literature that focused on interacting with people with mental             reduction. Interactive features in IVR, such as making choices
     illness and dismissing negative beliefs [30]. However, the results         or controlling objects in the virtual environment [52], or even
     in this study were not consistent with previous IVR and studies            having body or arm tracking for synchronized movements with
     that simulated symptoms of people with schizophrenia. The                  avatars, might induce a stronger effect in stigma reduction than
     simulations of hallucinations had led to increases in social               text. These features of IVR should be tested in the future.
     distance and negative attitudes toward people with schizophrenia
     [22,29]. The different results from this study might be due to             Another possible explanation of the similar performance of the
     the different emphasis of immersive content.                               IVR and text conditions might be due to the type of graphics
                                                                                used. This IVR used animated cartoons. In the text condition,
     This study had purposely included little simulations of                    although without pictorial inputs, voice-over and detailed
     symptoms in the IVR. It aimed to construct the everyday living             descriptions of the story, including the virtual environment,
     experience of the story protagonist as a person, instead of just           characters, and actions, were included. It might help with
     a combination of symptoms. Although, unlike IVR studies on                 imagining the story in participants’ minds. Those imaginations
     racial groups or older adults, there was not a change in                   might perform similarly with animated cartoons in engaging
     appearance according to an outgroup member in this study, the              the participants. Thus, having similar effects on stigma
     first-person field of view and immersion as the story protagonist          reduction. With more realistic animation, IVR might allow
     with mixed anxiety and depressive disorder might already have              participants to resonate better and be more involved in the story
     allowed participants to take on the outgroup identity and                  [52]. Therefore, IVR with more realistic graphics should be
     perspective as a person with mental illness [24]. On the contrary,         investigated in the future.
     in previous literature on stigma change toward people with
     schizophrenia, the simulation of a hallucination might have
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     Sense of Embodiment, Story Transportation, and                       developed scales is needed. Second, the participants in this study
     Public Stigma                                                        were mainly college students. It might pose a challenge to the
                                                                          generalization of results to the general population. Therefore,
     Moving on to the mediation analyses, although the condition
                                                                          replication of the study on a more diverse sample is needed to
     was not directly associated with story transportation, story
                                                                          understand the effects of IVR on the public. Third, moderate to
     transportation was found to be a preceding variable directly
                                                                          long-term effects of stigma change were unknown. Although
     associated with a reduction in public stigma. As mentioned
                                                                          there was a 1-week follow-up in this study, the follow-up would
     previously, story transportation emphasized the cognitive and
                                                                          still be considered as measuring a rather short-term effect of
     affective immersion in a story [34,36], which might elicit various
                                                                          the interventions [5]. Longer follow-up, such as 1 month, is
     cognitive and affective effects on belief change [40-43]. It might
                                                                          needed to examine how stigma change may be sustained over
     also reduce elaborative activities that resist stigma change
                                                                          time.
     [42,43] and elicit broad affective responses that allow
     participants to be more conducive to reduce their public stigma      Fourth, actual behavioral consequences were not measured.
     [42]. Therefore, stigma change might benefit from the broad          Research showed that there could be a difference between
     cognitive and affective influences by story transportation.          intention and actual behavior [53-55]. Future IVR studies could
                                                                          consider measuring participants’ gaze orientation and
     On the other hand, although the condition was associated with
                                                                          interpersonal distance toward a person with mental illness in
     sense of embodiment, sense of embodiment was not directly
                                                                          the virtual environment [56]. This would require participants
     associated with stigma change. However, with the sequential
                                                                          to walk around the experiment room with full-body tracking
     mediation model, sense of embodiment was significantly and
                                                                          [56]. Fifth, compared to text, IVR could be quite novel to most
     positively associated with story transportation, which was then
                                                                          people. Interventions in this study all lasted 10 minutes.
     linked to the reduction of public stigma. This showed that the
                                                                          Participants might struggle to get accustomed to IVR within a
     physical sensation of being inside an avatar’s body might not
                                                                          short period. Future studies can give participants an embodiment
     be sufficient for reducing public stigma. However, sense of
                                                                          phase or a practice session to freely familiarize with and explore
     embodiment might allow participants to feel as if they were the
                                                                          their virtual bodies and the virtual environment [24,26]. Sixth,
     story protagonist and be transported in the story. Afterward,
                                                                          in the text condition, there were no pictorial or animated inputs.
     participants might have different cognitive and affective
                                                                          Filmed contact or videos are of greater visual similarity with
     reactions from story transportation, which facilitated reduced
                                                                          IVR than text. In vivo contact even allows participants to have
     public stigma.
                                                                          real life perception and interaction with people. They may allow
     The results from mediation analyses also gave more clues as to       more rigorous comparison with IVR. However, due to the lack
     why IVR and text conditions performed similarly. The only            of available presenters and funding, in vivo contact, filmed
     difference between the two conditions was the absence of IVR’s       contact, and video were not available in this study. Future
     visual inputs and 3D immersive experience in the text condition.     studies can consider including them as comparison groups.
     However, from the mediation analyses, the intense absorption
                                                                          Notwithstanding these limitations, this study was one of the
     of thoughts and emotions to the story was more important and
                                                                          few attempts to investigate the effects of IVR on public stigma
     closely linked with reducing public stigma than merely the
                                                                          by comparing it with two rigorously designed comparison
     physical sensation in another body. The complexity of stigma
                                                                          groups that attempted to rule out the separate effects of IVR
     change called for more holistic simulation of experiences that
                                                                          and text with audio narration.
     allow participants to be more absorbed in the stories, lives, and
     feelings of a person with mental illness. Thus, the differences      Conclusion
     in visual inputs or physical experience in this IVR setting might    This study provided novel findings and a rigorous comparison
     not be sufficient to induce stronger story transportation and        in understanding the effects of IVR as a medium of public
     stigma reduction than the text condition.                            stigma reduction. The findings showed that IVR and text with
     Limitations and Future Directions                                    audio narration both performed similarly well in reducing public
                                                                          stigma. Sense of embodiment and story transportation were
     Although this study investigated a novel medium, IVR and its
                                                                          found to be sequentially associated with public stigma reduction.
     effects on public stigma, several limitations were acknowledged.
                                                                          This study gave a more nuanced understanding to the complexity
     First, some scales in this study, such as the Sense of
                                                                          of reducing public stigma and components in building an
     Embodiment Scale, were originally developed in this study due
                                                                          effective medium of stigma reduction in the future.
     to the lack of available scales. Further validation of the newly

     Acknowledgments
     The IVR was developed for the Jockey Club TourHeart Project, which is sponsored by the Jockey Club Charities Trust.

     Conflicts of Interest
     None declared.

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JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                              Yuen & Mak

     Multimedia Appendix 1
     CONSORT-eHEALTH checklist (V 1.6.1).
     [PDF File (Adobe PDF File), 393 KB-Multimedia Appendix 1]

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JOURNAL OF MEDICAL INTERNET RESEARCH                                                                                                       Yuen & Mak

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     Abbreviations
              ANOVA: analysis of variance
              IVR: immersive virtual reality

              Edited by R Kukafka; submitted 26.08.20; peer-reviewed by C Stunden, A Algarin, S van Beugen; comments to author 06.10.20;
              revised version received 29.12.20; accepted 24.05.21; published 14.07.21
              Please cite as:
              Yuen ASY, Mak WWS
              The Effects of Immersive Virtual Reality in Reducing Public Stigma of Mental Illness in the University Population of Hong Kong:
              Randomized Controlled Trial
              J Med Internet Res 2021;23(7):e23683
              URL: https://www.jmir.org/2021/7/e23683
              doi: 10.2196/23683
              PMID: 34259636

     ©Anna S Y Yuen, Winnie W S Mak. Originally published in the Journal of Medical Internet Research (https://www.jmir.org),
     14.07.2021. This is an open-access article distributed under the terms of the Creative Commons Attribution License
     (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium,
     provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic
     information, a link to the original publication on https://www.jmir.org/, as well as this copyright and license information must
     be included.

     https://www.jmir.org/2021/7/e23683                                                                  J Med Internet Res 2021 | vol. 23 | iss. 7 | e23683 | p. 17
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